Integrating Technology in the Classroom to Enhance Learning
Interestingly enough, the goals and learning outcomes of technology and the arts overlap on quite a few points, including building critical-thinking skills through analysis and synthesis of information, applying new concepts in real-world situations and engaging learners and helping them become self-directed, self-motivated, lifelong learners.
Students are also developing 21st-century skills by learning about and through technology. For example, they are gaining tech literacy, information literacy, collaborative working and learning skills, as well as independent working and learning skills. They are also gaining access to global viewpoints and resources.
On the flip side, by learning in the arts, students are similarly developing collaborative and independent work skills, while also enhancing their creative thinking, their appreciation of multiple perspectives, flexible thinking and adaptability. Technology and art together bring quite an impact to the classroom if they are integrated and implemented correctly, and could also lead to better ways to engage students, to lower dropout rates and raise overall academic achievement.
Technology-enhanced learning and learning in the arts both help students develop the habits that make them lifelong learners. Successfully integrated arts and technology curricula, such as the GeeGuides geeART16 curriculum, leads students to these habits by inviting the learners to participate in learning in a hands-on and interactive way. Arts and technology contribute to the development of critical-thinking skills in that they provide excellent opportunities for project-based, learner-centered inquiry, in which students can test out for themselves the concepts they are learning in simulations and projects of analysis and synthesis.
Regarding the geeART16 program specifically, and its scope and sequence, Dr. Marianna Adams of the Institute for Learning Innovation, says, “Each lesson module builds on experiences and learning from prior modules.” She further states, “Often we treat learning as discrete fungible pieces and then wonder why children can’t think critically, build upon prior knowledge, or transfer their learning to other areas. The GeeGuides program requires that students revisit and revise their thinking along the way.” The nature of learning in the arts, and the nature of learning through technology creates the appropriate setting and allows for this kind of thought revision.
Additionally, Erika Hupperts, 4th-grade teacher, says, “The use of geeART16 allows me to integrate technology with learning and exploration.” Not only are students building their visual art skills through a scope and sequence approach to learning, but they are also building their technology skills and comfort levels. The program presents very basic computer and navigation skills in the beginning, such as point and click, and continues to grow those skills and introduce additional technology concepts, including click and drag as well as uploading and saving documents in their online portfolios.
Test-drive the curriculum for yourself, no strings attached, by visiting www.geeguides.com/FETC. Or come by the GeeGuides booth, No. 1339, to see it first hand and learn about pricing options and the many other features of the program, including the self-assessment features, student portfolios and lesson plans.
-
Public Relations
info@geeguides.com
888.375.0560
